Poisson disc table, blue noise, etc
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Mathaeus
- Posts: 1778
- Joined: 08 Jun 2009, 19:11
- Location: Zagreb, Croatia
Poisson disc table, blue noise, etc
imho there's very interesting discussion on Modo forums, called Why Mess Around with Another Render?. Beside standard forum noise, there is even some small comparison between Moma and Arnold (Moma = Modo Renderer driven by Maya) - at page 4, by forum member photomg. My favorites are comments by Andrew Helmer - member of Modo rendering team. Somehow sad reminder to the days when we have a chance to read Halfdan's comments on Softimage forums.
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Kzin
- Posts: 432
- Joined: 09 Jun 2009, 09:36
Re: Poisson disc table, blue noise, etc
its nice to see some more posts which are more critical behind the whole brute force stuff (besides the common, yeah, this is so fast thing).Mathaeus wrote:imho there's very interesting discussion on Modo forums, called Why Mess Around with Another Render?. Beside standard forum noise, there is even some small comparison between Moma and Arnold (Moma = Modo Renderer driven by Maya) - at page 4, by forum member photomg. My favorites are comments by Andrew Helmer - member of Modo rendering team. Somehow sad reminder to the days when we have a chance to read Halfdan's comments on Softimage forums.
create a testscene with all the fancy stuff enabled and you will see that all renderers will suffer, prepare for long rendertimes.
for example i tested the ple of clarisse ifx with its monte carlo gi (ala modo, correct me if i am wrong) and its really slow with multiple gi bounces and wide glossis when you want noisefree renders. so also here, the same high rendertimes like in arnold, vray or mr. like one said, there is no magic bullit for rendering. ;)
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Mathaeus
- Posts: 1778
- Joined: 08 Jun 2009, 19:11
- Location: Zagreb, Croatia
Re: Poisson disc table, blue noise, etc
afaik, Clarrise ifx renderer has nothing with Modo, at least people on Modo forum judges Clarrise's renderer as slow.
BTW Modo renderer, hopefully, has interpolated GI too. It's called Irradiance Caching - IC in posts. More or less the same thing as Final Gathering, Irradiance Map or whatever. Just this IC thing is main reason I have Modo
Otherwise yes, probably the best path tracing solution nowadays, would be to install Blender on all machines in neighborhood (because it's free) then to run Cycles on all them
BTW Modo renderer, hopefully, has interpolated GI too. It's called Irradiance Caching - IC in posts. More or less the same thing as Final Gathering, Irradiance Map or whatever. Just this IC thing is main reason I have Modo
Otherwise yes, probably the best path tracing solution nowadays, would be to install Blender on all machines in neighborhood (because it's free) then to run Cycles on all them
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Kzin
- Posts: 432
- Joined: 09 Jun 2009, 09:36
Re: Poisson disc table, blue noise, etc
best pt engine should be arnold i think, out of the box with all the features towards production and not only spheres on a plane scenes. ;)
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Mathaeus
- Posts: 1778
- Joined: 08 Jun 2009, 19:11
- Location: Zagreb, Croatia
Re: Poisson disc table, blue noise, etc
Actually I'm somehow impressed, that... at least when it comes to rendering, Modo community fills enough strong. It seems they don't need to go into defensive answers, or stereotypes like
'used by this and that facility', 'shines in large scenes', 'something better than sphere and plane'... and such boring crap. They also have developers on the board, with very exact answers.
Regarding Blender Cycles, for now, there is no support for deformation motion blur, SRT and camera motion blur is here. *IF* they would be able to get this deformation blur, still keeping the compatibility with GPU rendering (if...).. powerful free path tracer is here. From my small experience, Cycles can pull more than enough large scene, basic features are present.
'used by this and that facility', 'shines in large scenes', 'something better than sphere and plane'... and such boring crap. They also have developers on the board, with very exact answers.
Regarding Blender Cycles, for now, there is no support for deformation motion blur, SRT and camera motion blur is here. *IF* they would be able to get this deformation blur, still keeping the compatibility with GPU rendering (if...).. powerful free path tracer is here. From my small experience, Cycles can pull more than enough large scene, basic features are present.